2 #include "projection.h"
3 #include "monster-status.h"
6 #include "player-status.h"
11 * @brief 矢弾を射撃した際のスレイ倍率をかけた結果を返す /
12 * Determines the odds of an object breaking when thrown at a monster
13 * @param o_ptr 矢弾のオブジェクト構造体参照ポインタ
14 * @param tdam 計算途中のダメージ量
15 * @param m_ptr 目標モンスターの構造体参照ポインタ
16 * @return スレイ倍率をかけたダメージ量
18 static MULTIPLY tot_dam_aux_shot(object_type *o_ptr, HIT_POINT tdam, monster_type *m_ptr, SPELL_IDX snipe_type)
22 monster_race *r_ptr = &r_info[m_ptr->r_idx];
24 BIT_FLAGS flgs[TR_FLAG_SIZE];
25 object_flags(o_ptr, flgs);
27 /* Some "weapons" and "ammo" do extra damage */
34 if ((have_flag(flgs, TR_SLAY_ANIMAL)) && (r_ptr->flags3 & RF3_ANIMAL))
36 if (is_original_ap_and_seen(m_ptr))
38 r_ptr->r_flags3 |= RF3_ANIMAL;
40 if (mult < 17) mult = 17;
43 if ((have_flag(flgs, TR_KILL_ANIMAL)) && (r_ptr->flags3 & RF3_ANIMAL))
45 if (is_original_ap_and_seen(m_ptr))
47 r_ptr->r_flags3 |= RF3_ANIMAL;
49 if (mult < 27) mult = 27;
52 if ((have_flag(flgs, TR_SLAY_EVIL)) && (r_ptr->flags3 & RF3_EVIL))
54 if (is_original_ap_and_seen(m_ptr))
56 r_ptr->r_flags3 |= RF3_EVIL;
58 if (mult < 15) mult = 15;
61 if ((have_flag(flgs, TR_KILL_EVIL)) && (r_ptr->flags3 & RF3_EVIL))
63 if (is_original_ap_and_seen(m_ptr))
65 r_ptr->r_flags3 |= RF3_EVIL;
67 if (mult < 25) mult = 25;
70 if ((have_flag(flgs, TR_SLAY_HUMAN)) && (r_ptr->flags2 & RF2_HUMAN))
72 if (is_original_ap_and_seen(m_ptr))
74 r_ptr->r_flags2 |= RF2_HUMAN;
76 if (mult < 17) mult = 17;
79 if ((have_flag(flgs, TR_KILL_HUMAN)) && (r_ptr->flags2 & RF2_HUMAN))
81 if (is_original_ap_and_seen(m_ptr))
83 r_ptr->r_flags2 |= RF2_HUMAN;
85 if (mult < 27) mult = 27;
88 if ((have_flag(flgs, TR_SLAY_UNDEAD)) && (r_ptr->flags3 & RF3_UNDEAD))
90 if (is_original_ap_and_seen(m_ptr))
92 r_ptr->r_flags3 |= RF3_UNDEAD;
94 if (mult < 20) mult = 20;
97 if ((have_flag(flgs, TR_KILL_UNDEAD)) && (r_ptr->flags3 & RF3_UNDEAD))
99 if (is_original_ap_and_seen(m_ptr))
101 r_ptr->r_flags3 |= RF3_UNDEAD;
103 if (mult < 30) mult = 30;
106 if ((have_flag(flgs, TR_SLAY_DEMON)) && (r_ptr->flags3 & RF3_DEMON))
108 if (is_original_ap_and_seen(m_ptr))
110 r_ptr->r_flags3 |= RF3_DEMON;
112 if (mult < 20) mult = 20;
115 if ((have_flag(flgs, TR_KILL_DEMON)) && (r_ptr->flags3 & RF3_DEMON))
117 if (is_original_ap_and_seen(m_ptr))
119 r_ptr->r_flags3 |= RF3_DEMON;
121 if (mult < 30) mult = 30;
124 if ((have_flag(flgs, TR_SLAY_ORC)) && (r_ptr->flags3 & RF3_ORC))
126 if (is_original_ap_and_seen(m_ptr))
128 r_ptr->r_flags3 |= RF3_ORC;
130 if (mult < 20) mult = 20;
133 if ((have_flag(flgs, TR_KILL_ORC)) && (r_ptr->flags3 & RF3_ORC))
135 if (is_original_ap_and_seen(m_ptr))
137 r_ptr->r_flags3 |= RF3_ORC;
139 if (mult < 30) mult = 30;
142 if ((have_flag(flgs, TR_SLAY_TROLL)) && (r_ptr->flags3 & RF3_TROLL))
144 if (is_original_ap_and_seen(m_ptr))
146 r_ptr->r_flags3 |= RF3_TROLL;
149 if (mult < 20) mult = 20;
152 if ((have_flag(flgs, TR_KILL_TROLL)) && (r_ptr->flags3 & RF3_TROLL))
154 if (is_original_ap_and_seen(m_ptr))
156 r_ptr->r_flags3 |= RF3_TROLL;
158 if (mult < 30) mult = 30;
161 if ((have_flag(flgs, TR_SLAY_GIANT)) && (r_ptr->flags3 & RF3_GIANT))
163 if (is_original_ap_and_seen(m_ptr))
165 r_ptr->r_flags3 |= RF3_GIANT;
167 if (mult < 20) mult = 20;
170 if ((have_flag(flgs, TR_KILL_GIANT)) && (r_ptr->flags3 & RF3_GIANT))
172 if (is_original_ap_and_seen(m_ptr))
174 r_ptr->r_flags3 |= RF3_GIANT;
176 if (mult < 30) mult = 30;
179 if ((have_flag(flgs, TR_SLAY_DRAGON)) && (r_ptr->flags3 & RF3_DRAGON))
181 if (is_original_ap_and_seen(m_ptr))
183 r_ptr->r_flags3 |= RF3_DRAGON;
185 if (mult < 20) mult = 20;
188 if ((have_flag(flgs, TR_KILL_DRAGON)) && (r_ptr->flags3 & RF3_DRAGON))
190 if (is_original_ap_and_seen(m_ptr))
192 r_ptr->r_flags3 |= RF3_DRAGON;
194 if (mult < 30) mult = 30;
195 if ((o_ptr->name1 == ART_BARD_ARROW) && (m_ptr->r_idx == MON_SMAUG) &&
196 (inventory[INVEN_BOW].name1 == ART_BARD))
200 if (have_flag(flgs, TR_BRAND_ACID))
202 /* Notice immunity */
203 if (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK)
205 if (is_original_ap_and_seen(m_ptr))
207 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK);
212 if (mult < 17) mult = 17;
216 if (have_flag(flgs, TR_BRAND_ELEC))
218 /* Notice immunity */
219 if (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)
221 if (is_original_ap_and_seen(m_ptr))
223 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
228 if (mult < 17) mult = 17;
232 if (have_flag(flgs, TR_BRAND_FIRE))
234 /* Notice immunity */
235 if (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)
237 if (is_original_ap_and_seen(m_ptr))
239 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
242 /* Otherwise, take the damage */
245 if (r_ptr->flags3 & RF3_HURT_FIRE)
247 if (mult < 25) mult = 25;
248 if (is_original_ap_and_seen(m_ptr))
250 r_ptr->r_flags3 |= RF3_HURT_FIRE;
253 else if (mult < 17) mult = 17;
257 if (have_flag(flgs, TR_BRAND_COLD))
259 /* Notice immunity */
260 if (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)
262 if (is_original_ap_and_seen(m_ptr))
264 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
267 /* Otherwise, take the damage */
270 if (r_ptr->flags3 & RF3_HURT_COLD)
272 if (mult < 25) mult = 25;
273 if (is_original_ap_and_seen(m_ptr))
275 r_ptr->r_flags3 |= RF3_HURT_COLD;
278 else if (mult < 17) mult = 17;
282 if (have_flag(flgs, TR_BRAND_POIS))
284 /* Notice immunity */
285 if (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK)
287 if (is_original_ap_and_seen(m_ptr))
289 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK);
292 /* Otherwise, take the damage */
295 if (mult < 17) mult = 17;
299 if ((have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (p_ptr->msp / 30)))
301 p_ptr->csp -= (1 + (p_ptr->msp / 30));
302 p_ptr->redraw |= (PR_MANA);
310 if (snipe_type) mult = tot_dam_aux_snipe(mult, m_ptr, snipe_type);
312 /* Return the total damage */
313 return (tdam * mult / 10);
319 * Fire an object from the pack or floor.
320 * @param item 射撃するオブジェクトの所持ID
321 * @param j_ptr 射撃武器のオブジェクト参照ポインタ
325 * You may only fire items that "match" your missile launcher.
326 * You must use slings + pebbles/shots, bows + arrows, xbows + bolts.
327 * See "calc_bonuses()" for more calculations and such.
328 * Note that "firing" a missile is MUCH better than "throwing" it.
329 * Note: "unseen" monsters are very hard to hit.
330 * Objects are more likely to break if they "attempt" to hit a monster.
331 * Rangers (with Bows) and Anyone (with "Extra Shots") get extra shots.
332 * The "extra shot" code works by decreasing the amount of energy
333 * required to make each shot, spreading the shots out over time.
334 * Note that when firing missiles, the launcher multiplier is applied
335 * after all the bonuses are added in, making multipliers very useful.
336 * Note that Bows of "Extra Might" get extra range and an extra bonus
337 * for the damage multiplier.
338 * Note that Bows of "Extra Shots" give an extra shot.
341 void exe_fire(INVENTORY_IDX item, object_type *j_ptr, SPELL_IDX snipe_type)
345 POSITION y, x, ny, nx, ty, tx, prev_y, prev_x;
346 int tdam_base, tdis, thits, tmul;
348 int cur_dis, visible;
356 bool hit_body = FALSE;
358 GAME_TEXT o_name[MAX_NLEN];
360 u16b path_g[512]; /* For calcuration of path length */
362 int msec = delay_factor * delay_factor * delay_factor;
365 bool stick_to = FALSE;
367 /* Access the item (if in the pack) */
370 o_ptr = &inventory[item];
374 o_ptr = ¤t_floor_ptr->o_list[0 - item];
377 /* Sniper - Cannot shot a single arrow twice */
378 if ((snipe_type == SP_DOUBLE) && (o_ptr->number < 2)) snipe_type = SP_NONE;
380 object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
382 /* Use the proper number of shots */
383 thits = p_ptr->num_fire;
385 /* Use a base distance */
388 /* Base damage from thrown object plus launcher bonus */
389 tdam_base = damroll(o_ptr->dd, o_ptr->ds) + o_ptr->to_d + j_ptr->to_d;
391 /* Actually "fire" the object */
392 bonus = (p_ptr->to_h_b + o_ptr->to_h + j_ptr->to_h);
393 if ((j_ptr->sval == SV_LIGHT_XBOW) || (j_ptr->sval == SV_HEAVY_XBOW))
394 chance = (p_ptr->skill_thb + (p_ptr->weapon_exp[0][j_ptr->sval] / 400 + bonus) * BTH_PLUS_ADJ);
396 chance = (p_ptr->skill_thb + ((p_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + bonus) * BTH_PLUS_ADJ);
398 p_ptr->energy_use = bow_energy(j_ptr->sval);
399 tmul = bow_tmul(j_ptr->sval);
401 /* Get extra "power" from "extra might" */
402 if (p_ptr->xtra_might) tmul++;
404 tmul = tmul * (100 + (int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
406 /* Boost the damage */
411 tdis = 13 + tmul / 80;
412 if ((j_ptr->sval == SV_LIGHT_XBOW) || (j_ptr->sval == SV_HEAVY_XBOW))
415 tdis -= (5 - (p_ptr->concent + 1) / 2);
420 project_length = tdis + 1;
422 /* Get a direction (or cancel) */
423 if (!get_aim_dir(&dir))
427 if (snipe_type == SP_AWAY) snipe_type = SP_NONE;
429 /* need not to reset project_length (already did)*/
434 /* Predict the "target" location */
435 tx = p_ptr->x + 99 * ddx[dir];
436 ty = p_ptr->y + 99 * ddy[dir];
438 /* Check for "target request" */
439 if ((dir == 5) && target_okay())
445 /* Get projection path length */
446 tdis = project_path(path_g, project_length, p_ptr->y, p_ptr->x, ty, tx, PROJECT_PATH | PROJECT_THRU) - 1;
448 project_length = 0; /* reset to default */
450 /* Don't shoot at my feet */
451 if (tx == p_ptr->x && ty == p_ptr->y)
455 /* project_length is already reset to 0 */
461 /* Take a (partial) current_world_ptr->game_turn */
462 p_ptr->energy_use = (p_ptr->energy_use / thits);
465 /* Sniper - Difficult to shot twice at 1 current_world_ptr->game_turn */
466 if (snipe_type == SP_DOUBLE) p_ptr->concent = (p_ptr->concent + 1) / 2;
468 /* Sniper - Repeat shooting when double shots */
469 for (i = 0; i < ((snipe_type == SP_DOUBLE) ? 2 : 1); i++)
472 /* Start at the player */
477 /* Obtain a local object */
478 object_copy(q_ptr, o_ptr);
483 /* Reduce and describe inventory */
486 inven_item_increase(item, -1);
487 inven_item_describe(item);
488 inven_item_optimize(item);
491 /* Reduce and describe floor item */
494 floor_item_increase(0 - item, -1);
495 floor_item_optimize(0 - item);
504 /* The shot does not hit yet */
507 /* Travel until stopped */
508 for (cur_dis = 0; cur_dis <= tdis; )
512 /* Hack -- Stop at the target */
513 if ((y == ty) && (x == tx)) break;
515 /* Calculate the new location (see "project()") */
518 mmove2(&ny, &nx, p_ptr->y, p_ptr->x, ty, tx);
521 if (snipe_type == SP_KILL_WALL)
523 g_ptr = ¤t_floor_ptr->grid_array[ny][nx];
525 if (cave_have_flag_grid(g_ptr, FF_HURT_ROCK) && !g_ptr->m_idx)
527 if (g_ptr->info & (CAVE_MARK)) msg_print(_("岩が砕け散った。", "Wall rocks were shattered."));
528 /* Forget the wall */
529 g_ptr->info &= ~(CAVE_MARK);
530 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
532 /* Destroy the wall */
533 cave_alter_feat(ny, nx, FF_HURT_ROCK);
540 /* Stopped by walls/doors */
541 if (!cave_have_flag_bold(ny, nx, FF_PROJECT) && !current_floor_ptr->grid_array[ny][nx].m_idx) break;
543 /* Advance the distance */
547 if (snipe_type == SP_LITE)
549 current_floor_ptr->grid_array[ny][nx].info |= (CAVE_GLOW);
554 /* The player can see the (on screen) missile */
555 if (panel_contains(ny, nx) && player_can_see_bold(ny, nx))
557 char c = object_char(q_ptr);
558 byte a = object_attr(q_ptr);
560 /* Draw, Hilite, Fresh, Pause, Erase */
561 print_rel(c, a, ny, nx);
562 move_cursor_relative(ny, nx);
564 Term_xtra(TERM_XTRA_DELAY, msec);
569 /* The player cannot see the missile */
572 /* Pause anyway, for consistancy */
573 Term_xtra(TERM_XTRA_DELAY, msec);
577 if (snipe_type == SP_KILL_TRAP)
579 project(0, 0, ny, nx, 0, GF_KILL_TRAP,
580 (PROJECT_JUMP | PROJECT_HIDE | PROJECT_GRID | PROJECT_ITEM), -1);
584 if (snipe_type == SP_EVILNESS)
586 current_floor_ptr->grid_array[ny][nx].info &= ~(CAVE_GLOW | CAVE_MARK);
594 /* Save the new location */
598 /* Monster here, Try to hit it */
599 if (current_floor_ptr->grid_array[y][x].m_idx)
601 grid_type *c_mon_ptr = ¤t_floor_ptr->grid_array[y][x];
603 monster_type *m_ptr = ¤t_floor_ptr->m_list[c_mon_ptr->m_idx];
604 monster_race *r_ptr = &r_info[m_ptr->r_idx];
606 /* Check the visibility */
609 /* Note the collision */
612 if (MON_CSLEEP(m_ptr))
614 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_COMPASSION, -1);
615 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_HONOUR, -1);
618 if ((r_ptr->level + 10) > p_ptr->lev)
620 int now_exp = p_ptr->weapon_exp[0][j_ptr->sval];
621 if (now_exp < s_info[p_ptr->pclass].w_max[0][j_ptr->sval])
624 if (now_exp < WEAPON_EXP_BEGINNER) amount = 80;
625 else if (now_exp < WEAPON_EXP_SKILLED) amount = 25;
626 else if ((now_exp < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19)) amount = 10;
627 else if (p_ptr->lev > 34) amount = 2;
628 p_ptr->weapon_exp[0][j_ptr->sval] += amount;
629 p_ptr->update |= (PU_BONUS);
635 if ((p_ptr->skill_exp[GINOU_RIDING] < s_info[p_ptr->pclass].s_max[GINOU_RIDING])
636 && ((p_ptr->skill_exp[GINOU_RIDING] - (RIDING_EXP_BEGINNER * 2)) / 200 < r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].level)
639 p_ptr->skill_exp[GINOU_RIDING] += 1;
640 p_ptr->update |= (PU_BONUS);
644 /* Did we hit it (penalize range) */
645 if (test_hit_fire(chance - cur_dis, m_ptr, m_ptr->ml, o_name))
648 int tdam = tdam_base;
650 /* Get extra damage from concentration */
651 if (p_ptr->concent) tdam = boost_concentration_damage(tdam);
653 /* Handle unseen monster */
656 /* Invisible monster */
657 msg_format(_("%sが敵を捕捉した。", "The %s finds a mark."), o_name);
660 /* Handle visible monster */
663 GAME_TEXT m_name[MAX_NLEN];
665 /* Get "the monster" or "it" */
666 monster_desc(m_name, m_ptr, 0);
668 msg_format(_("%sが%sに命中した。", "The %s hits %s."), o_name, m_name);
672 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
673 health_track(c_mon_ptr->m_idx);
677 if (snipe_type == SP_NEEDLE)
679 if ((randint1(randint1(r_ptr->level / (3 + p_ptr->concent)) + (8 - p_ptr->concent)) == 1)
680 && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2))
682 GAME_TEXT m_name[MAX_NLEN];
684 /* Get "the monster" or "it" */
685 monster_desc(m_name, m_ptr, 0);
687 tdam = m_ptr->hp + 1;
688 msg_format(_("%sの急所に突き刺さった!", "Your shot sticked on a fatal spot of %s!"), m_name);
694 /* Apply special damage */
695 tdam = tot_dam_aux_shot(q_ptr, tdam, m_ptr, snipe_type);
696 tdam = critical_shot(q_ptr->weight, q_ptr->to_h, j_ptr->to_h, tdam);
698 /* No negative damage */
699 if (tdam < 0) tdam = 0;
701 /* Modify the damage */
702 tdam = mon_damage_mod(m_ptr, tdam, FALSE);
705 msg_format_wizard(CHEAT_MONSTER,
706 _("%dのダメージを与えた。(残りHP %d/%d(%d))", "You do %d damage. (left HP %d/%d(%d))"),
707 tdam, m_ptr->hp - tdam, m_ptr->maxhp, m_ptr->max_maxhp);
710 if (snipe_type == SP_EXPLODE)
712 u16b flg = (PROJECT_STOP | PROJECT_JUMP | PROJECT_KILL | PROJECT_GRID);
714 sound(SOUND_EXPLODE); /* No explode sound - use breath fire instead */
715 project(0, ((p_ptr->concent + 1) / 2 + 1), ny, nx, tdam, GF_MISSILE, flg, -1);
720 if (snipe_type == SP_HOLYNESS)
722 current_floor_ptr->grid_array[ny][nx].info |= (CAVE_GLOW);
727 /* Hit the monster, check for death */
728 if (mon_take_hit(c_mon_ptr->m_idx, tdam, &fear, extract_note_dies(real_r_idx(m_ptr))))
737 if (object_is_fixed_artifact(q_ptr) &&
738 (p_ptr->pclass != CLASS_SNIPER || p_ptr->concent == 0))
740 GAME_TEXT m_name[MAX_NLEN];
742 monster_desc(m_name, m_ptr, 0);
745 msg_format(_("%sは%sに突き刺さった!", "%^s have stuck into %s!"), o_name, m_name);
748 message_pain(c_mon_ptr->m_idx, tdam);
750 /* Anger the monster */
751 if (tdam > 0) anger_monster(m_ptr);
753 if (fear && m_ptr->ml)
755 GAME_TEXT m_name[MAX_NLEN];
757 monster_desc(m_name, m_ptr, 0);
758 msg_format(_("%^sは恐怖して逃げ出した!", "%^s flees in terror!"), m_name);
761 set_target(m_ptr, p_ptr->y, p_ptr->x);
764 if (snipe_type == SP_RUSH)
766 int n = randint1(5) + 3;
767 MONSTER_IDX m_idx = c_mon_ptr->m_idx;
769 for (; cur_dis <= tdis; )
776 /* Calculate the new location (see "project()") */
777 mmove2(&ny, &nx, p_ptr->y, p_ptr->x, ty, tx);
779 /* Stopped by wilderness boundary */
780 if (!in_bounds2(ny, nx)) break;
782 /* Stopped by walls/doors */
783 if (!player_can_enter(current_floor_ptr->grid_array[ny][nx].feat, 0)) break;
785 /* Stopped by monsters */
786 if (!cave_empty_bold(ny, nx)) break;
788 current_floor_ptr->grid_array[ny][nx].m_idx = m_idx;
789 current_floor_ptr->grid_array[oy][ox].m_idx = 0;
794 update_monster(c_mon_ptr->m_idx, TRUE);
800 Term_xtra(TERM_XTRA_DELAY, msec);
812 if (snipe_type == SP_PIERCE)
814 if (p_ptr->concent < 1) break;
824 /* Chance of breakage (during attacks) */
825 j = (hit_body ? breakage_chance(q_ptr, snipe_type) : 0);
829 MONSTER_IDX m_idx = current_floor_ptr->grid_array[y][x].m_idx;
830 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
831 OBJECT_IDX o_idx = o_pop();
835 msg_format(_("%sはどこかへ行った。", "The %s have gone to somewhere."), o_name);
836 if (object_is_fixed_artifact(q_ptr))
838 a_info[j_ptr->name1].cur_num = 0;
843 o_ptr = ¤t_floor_ptr->o_list[o_idx];
844 object_copy(o_ptr, q_ptr);
847 o_ptr->marked &= OM_TOUCHED;
849 /* Forget location */
850 o_ptr->iy = o_ptr->ix = 0;
852 /* Memorize monster */
853 o_ptr->held_m_idx = m_idx;
856 o_ptr->next_o_idx = m_ptr->hold_o_idx;
859 m_ptr->hold_o_idx = o_idx;
861 else if (cave_have_flag_bold(y, x, FF_PROJECT))
863 /* Drop (or break) near that location */
864 (void)drop_near(q_ptr, j, y, x);
868 /* Drop (or break) near that location */
869 (void)drop_near(q_ptr, j, prev_y, prev_x);
872 /* Sniper - Repeat shooting when double shots */
875 /* Sniper - Loose his/her concentration after any shot */
876 if (p_ptr->concent) reset_concentration(FALSE);
881 * @brief プレイヤーからモンスターへの射撃命中判定 /
882 * Determine if the player "hits" a monster (normal combat).
883 * @param chance 基本命中値
884 * @param m_ptr モンスターの構造体参照ポインタ
885 * @param vis 目標を視界に捕らえているならばTRUEを指定
886 * @param o_name メッセージ表示時のモンスター名
887 * @return 命中と判定された場合TRUEを返す
888 * @note Always miss 5%, always hit 5%, otherwise random.
890 bool test_hit_fire(int chance, monster_type *m_ptr, int vis, char* o_name)
894 monster_race *r_ptr = &r_info[m_ptr->r_idx];
896 /* Percentile dice */
899 /* Snipers with high-concentration reduce instant miss percentage.*/
902 /* Hack -- Instant miss or hit */
903 if (k <= 5) return (FALSE);
904 if (k > 95) return (TRUE);
906 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
907 if (one_in_(20)) return (FALSE);
910 if (chance <= 0) return (FALSE);
915 ac *= (8 - p_ptr->concent);
919 if (m_ptr->r_idx == MON_GOEMON && !MON_CSLEEP(m_ptr)) ac *= 3;
921 /* Invisible monsters are harder to hit */
922 if (!vis) chance = (chance + 1) / 2;
924 /* Power competes against armor */
925 if (randint0(chance) < (ac * 3 / 4))
927 if (m_ptr->r_idx == MON_GOEMON && !MON_CSLEEP(m_ptr))
929 GAME_TEXT m_name[MAX_NLEN];
931 /* Extract monster name */
932 monster_desc(m_name, m_ptr, 0);
933 msg_format(_("%sは%sを斬り捨てた!", "%s cuts down %s!"), m_name, o_name);
946 * @brief プレイヤーからモンスターへの射撃クリティカル判定 /
947 * Critical hits (from objects thrown by player) Factor in item weight, total plusses, and player level.
948 * @param weight 矢弾の重量
949 * @param plus_ammo 矢弾の命中修正
950 * @param plus_bow 弓の命中修正
951 * @param dam 現在算出中のダメージ値
952 * @return クリティカル修正が入ったダメージ値
954 HIT_POINT critical_shot(WEIGHT weight, int plus_ammo, int plus_bow, HIT_POINT dam)
957 object_type *j_ptr = &inventory[INVEN_BOW];
959 /* Extract "shot" power */
960 i = p_ptr->to_h_b + plus_ammo;
962 if (p_ptr->tval_ammo == TV_BOLT)
963 i = (p_ptr->skill_thb + (p_ptr->weapon_exp[0][j_ptr->sval] / 400 + i) * BTH_PLUS_ADJ);
965 i = (p_ptr->skill_thb + ((p_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + i) * BTH_PLUS_ADJ);
968 /* Snipers can shot more critically with crossbows */
969 if (p_ptr->concent) i += ((i * p_ptr->concent) / 5);
970 if ((p_ptr->pclass == CLASS_SNIPER) && (p_ptr->tval_ammo == TV_BOLT)) i *= 2;
972 /* Good bow makes more critical */
973 i += plus_bow * 8 * (p_ptr->concent ? p_ptr->concent + 5 : 5);
976 if (randint1(10000) <= i)
978 k = weight * randint1(500);
982 msg_print(_("手ごたえがあった!", "It was a good hit!"));
987 msg_print(_("かなりの手ごたえがあった!", "It was a great hit!"));
992 msg_print(_("会心の一撃だ!", "It was a superb hit!"));
1004 * @brief 射撃武器の攻撃に必要な基本消費エネルギーを返す/Return bow energy
1005 * @param sval 射撃武器のアイテム副分類ID
1006 * @return 消費する基本エネルギー
1008 ENERGY bow_energy(OBJECT_SUBTYPE_VALUE sval)
1010 ENERGY energy = 10000;
1012 /* Analyze the launcher */
1015 /* Sling and ammo */
1022 /* Short Bow and Arrow */
1029 /* Long Bow and Arrow */
1036 /* Bow of irresponsiblity and Arrow */
1043 /* Light Crossbow and Bolt */
1050 /* Heavy Crossbow and Bolt */
1065 int bow_tmul(OBJECT_SUBTYPE_VALUE sval)
1069 /* Analyze the launcher */
1072 /* Sling and ammo */
1079 /* Short Bow and Arrow */
1086 /* Long Bow and Arrow */
1093 /* Bow of irresponsiblity and Arrow */
1100 /* Light Crossbow and Bolt */
1107 /* Heavy Crossbow and Bolt */